Azulra
Azulra
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- Azulra
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@Mandy said:
There's no plans to introduce perks into 2v8, the mode is designed to have the classes and killer powers built in so that they are not needed.
Good, because Head On + Vigil would be so annoying in 2v8 lol
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Correct me if I'm wrong, but didn't BHVR LITERALLY just say very recently that they are content where Skull Merchant is currently at?
At this point she's probably never gonna get another rework because regardless of the amount of reworks she's received they've only seen the same exact people complain so, if I had to guess at this point, they're just going with the thought process of "people are just complaining now to complain" since it was very well known that the main problem with her before was her ability to hold games hostage which she can't exactly do anymore since BHVR intentionally went to solve that problem of killers holding games hostage with 3-gens.
Also, in her current state, she's relatively fine. I've seen many survivors actually counter-playing her since, unlike the people who refuse to accept it, a lot of people understand that she can be played against and it's very much possible to win.
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@Phantom_ said:
Why is it that the Executioner's cage can disable DS, DH, and other anti-tunneling perks? How is it fair that 1 killer gets this special treatment? Additionally as a survivor, you just have to take it without there being any counter to it? Sometimes his power (lava goo?) isn't even visible on certain maps so no, you cannot always avoid it.
I should mention a REALLY big reason as to why he NEEDS to work this way in his current state. Perks like Blood Warden. If all the survivors are at an exit gate and he downs one with NOED while that survivor has Torment on them he can send them to the cage which would activate Blood Warden and the rest of the survivors would be trapped at the gate with a killer who has NOED.
Friends 'Til The End is another big reason since there'd be zero time to react to it if he cages someone next to the obsession or he cages the obsession near the survivor who was hoping to get a save and finds them because of the scream.
Grim Embrace: Cages survivor and all gens instantly get blocked since cages can't spawn within 16 meters of him.
Leverage: Will make healing the caged survivor before he reaches them again during a tunnel essentially impossible since caged survivors commonly appear next to teammates. This is worse if BBQ is thrown into the mix.
Make Your Choice: Will make you exposed if you free a survivor from a cage immediately since he's likely gonna be further than 32 meters.
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@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757345#Comment_3757345
Do you really think it's possible to deny at this point? Case in point: Lich. This new killer is sitting at a 70% kill rate, and even if you support the 60% kill rate target you must agree that 70% is MASSIVELY unbalanced. Yet the devs do nothing.
In other live pvp games if something is so unbalanced it gets hotfixed within a week, sometimes even 24 hours. It's not normal for something to stay overpowered for years like Skull Merchant for example to the point it ruins the game for one side. Anyone who cares about balance should realize the devs have give up on it, because the goal now is to sell overpowered killers in the shop. This game can not be taken seriously as a competitive game anymore. I believe this business model will eventually end up being what kills the game, because survivors are 80% of the playerbase.
I just want to mention that the devs intend the kill rates to be 57-60% because of the fact that it's a 1v4. DBD isn't like TCM where the teams are more balanced and to balance out completely unbalanced teams you need to tip the scales in favor of the smaller team. There's no other way to balance that aspect out realistically nor reasonably. As for the new killer, Vecna, having a higher kill rate it's because of the fact that they're a new and complicated killer who just came out meaning that everyone is still learning how to play against him and will be dying a lot learning how he works.
As for a part of your original post the real reason why a lot of survivors suicide on hook is because they don't want to stay in the game(for varying reasons) and they don't want the DC penalty since you can get stuck at a penalty of 1-2 hours after just a FEW match DCs. This problem is just a part of the controversial decision to keep the DC penalty which, ultimately, promotes hook suicides and doesn't allow the bots to help out.
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@Sngfun said:
I just wanted to make a post laying some evidence about the recent changes that indicate this:
Deathslinger: His power got really minor improvements in the last update, however they are really similar to hillbilly's before his rework: reducing the punishment to a point it isnt really that punishing anymore (like overheat got gutted before the introduction of overdrive).
Freddy Kruger: Z-Block getting updated is what really makes me feel like they scrapped a buff and went for a total rework: While we got told that he was on the radar on the AMA, him getting an entire addon removed just because they would have to nerf it because of the hemorrhage & mangled just doesn't make sense. I mean, the effect was scrapped from an ongoing buff and added as an addon, and that's probably because of the feedback of "we want old freddy back" insetivising them even more.
Skull Merchant: She didn't get anything, which is super odd coming from bhvr. What I mean is that they didn't make changes to make her more skill-expresive, which is something bhvr has done countless times before (Pyramid Head, Knight months after and now, wraith getting his lunge barely nerfed, etc) and frankly, I think she will get the first major rework since freddy, because otherwise I don't think she will be left untouched.
What do you think?
It is already known that Freddy is supposed to get another rework down the line. Both Freddy and Myers are supposed to be receiving reworks, but were pushed back with delays awhile ago due to BVHR having other current priorities.
Deathslinger is one of those killers that are just hard to rework due to how his kit is designed. Simple killer powers = harder to rework them without a complete change(which BHVR still refuses to do).
Skull Merchant is always gonna be playing out similarly no matter what rework BHVR do to her without a total power change for her which, again, BHVR refuse to do that stuff still. The current version of SM is playing essentially the same as her previous version prior to her latest rework with 1-hit downs with the removal of old restrictions and mechanics plus the addition of QoL mechanics while giving her stealth. The only changes I, personally, think she needs is 1) her additional Hindered add-on should be reworked into something else, 2) her base-kit Hindered effect should either be reduced by a lot or potentially just removed entirely, and 3) hacking drones should remove 1 Lock-On stack so that she has some more interactivity. Also the reason why I think her Hindered is the problem and not the Haste is because her Haste is only really effective during chase if multiple survivors trigger drones at once(which is easy to avoid doing as long as you're paying at least a tiny bit attention to your environment and you know someone else is being chased) because, if I remember correctly, she only gets +3% Haste from the first survivor being on the radar(only lasting for 3-4 seconds based on if she has the brown add-on or not if you don't have a trap on) and each additional survivor on the radar increases that Haste by +1.5% maxing out at 7.5%.
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@kapkeik_ said:
share your opinion
Singularity is at the top of this kind of debate for sure. In his current form he's even less console-friendly than old Trickster was, his skill ceiling is EXTREMELY high with his skill floor being basically directly under it(which is too high for skill floor imo), and the EMPs can tend to make his power not feel rewarding enough with the amount of effort survivors need to remove Slipstreams compared to the amount of effort the killer needs to apply Slipstreams.
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@Legendary_deedee said:
This killer doesn’t need a buff. What y’all need to do is nerf survivors movement speed. They get away with too much stuff.
You do realize that if they nerf survivor speeds they're gonna have to make some killer nerfs to accommodate for that such as making Nurse's "running speed" even slower, right?
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@zarr said:
I assume the reason they decided to do this now is that Vecna can fly through windows and they didn't want Bamboozle to interact with that.
…To which I'd say: As it stands, Vecna's abilities seem pretty underwhelming, and that's without even talking about magical items that can make them even more so. If anything, windows being blocked upon Vecna flying through them should be basekit. Certainly Bamboozle didn't need this nerf whatsoever.
As someone that enjoys playing Legion, I hope this is an unintended change, or if it isn't, that they will reconsider on it. Edit: Oh, it's actually in the patch notes, so it's definitely intended. I guess this is my first bit of PTB feedback, then: This "bug fix" is not needed, not with regards to Vecna or any of the other killers that can vault windows using their abilities. And if this "fix" is intended to bring about "consistency" of killer powers not interacting with perks in unique ways, I implore you to reconsider on this "consistency" philosophy. You are actively taking unique and uniquely engaging/interesting gameplay out of your game, just like you did with, among others, the flashlight burn mechanic or Franklin's/Hoarder not applying to special items. You should if anything be doing more to implement and encourage such unique synergies.
Vecna's flying ability isn't coded as a vault. It's essentially coded in the same manner as Knight patrol path creation where it just makes vault locations practically not exist.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720166#Comment_3720166
Thats a great idea lol. Nicely done with the use of perks to counter something survivors did.
Dredge is special in this case, but since Lightborn is what it is: an OP perk that likely won't see any nerfs, any killer can somewhat get value out of these squads I would assume. If I was say Trapper, I'd also have a power to deny this locker tactic. But most wouldn't.
Is Lightborn 'good enough' in these scenarios? Can any killer fight back? I would love some thoughts! :)
Yes, all killers can counter these kinds of squads with Lightborn, but not all killers have powers to counter Head On in these squads. There are only a few killers who can hard counter these squads which are primarily Dredge and Knight since Dredge can see if a survivor has locked a locker yet and if you know a squad is using Head On and you're chasing someone who is running directly in front of lockers that the survivors never locked you can just TP in to see if someone's in it for a free down and Knight just has to put a guard down so that if a survivor does Head On to you the guard will either instantly target the survivor who stunned you or the survivor who got off of your shoulder and the animations will prevent them from being able to make any distance. Plus the guards can open lockers to hit you so hopping into a locker with a guard on you won't do anything.
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@Rythoriak said:
Wasn't sure if I wanted to make this public or not, but ran into a 4 man SWF where all 4 ran head on. They stuck in pairs the entire match (all 4 with flashies as well as flashbang). If one was about to get downed they'd both run into a locker. You take one out, head on stuns you from the other locker. They did this the entire match. They'd also make sure to do protection hits so they could make it to lockers. This is a unique build that can be countered by not having two lockers sideby side which some maps do not, but I got sent to a map that would for sure have these. Not sure if this is intended gameplay as the only counter is to drop chase or keep track of 4 head ons so you know who is exhausted or running a perk like Mindbreaker not knowing you are going into this.
If you want to know a useful tip for dealing with Head On squads(since many of them don't actually do it in that way specifically) you can play as Lightborn Dredge and you become the ultimate anti-bully killer. You can't be hit by Head On easily since you can just TP into a locker that a survivor is in to rip them out and no one can bully you with flashlights nor Flashbangs due to Lightborn.
It's really the main reason I enjoy playing Dredge since those kinds of squads physically can't do any funny business against me.
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@Killing_Time said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717411#Comment_3717411
Got to keep those survivors happy. Busted survivor perks will always be the last thing looked at. DS got buffed AGAIN after how it was but hey... Slowdown needs nerfs tho.
BHVR are nerfing DS down to 4 seconds so idk what this complaint is about it not being looked at.
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@Devil_hit11 said:
vigil increases the recovery of exhaustion by 30%. it is 15.4 seconds.
30% of 20 seconds is 6 seconds which means it's 14 seconds of exhaustion.
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@DragonMasterDarren said:
And quite frankly I refuse to believe I am the only person who has, I don't know what switch this pointless setting flips in people's brains but I swear every Anon Mode player I have ran into has been one of "those" people, you know who I'm talking about, right?
People like this Yui who suicided on hook for no reason and cost the entire team a easy win against a decent Wraith playerhttps://us.v-cdn.net/6030815/uploads/HJBZKGW95CNB/image.png
Or this Claudette who decided it would be a better use of her time to sit on the invocation circle for half a minute instead of either helping complete the invocation faster or leaving and doing a gen
https://us.v-cdn.net/6030815/uploads/OWECT18V3L2F/image.png
Or this Ace, who was cheating and couldn't be reported on Steam due to Anon Mode preventing that
Or, in my personal favourite case, this Feng and Adam, who held me hostage on the railing in the portal room in Hawkins for 10 minutes straight
https://us.v-cdn.net/6030815/uploads/WFCI0P5CY0A9/image.png
These are just a few examples of the kinds of people I run into that use Anon Mode, and quite frankly I don't believe that any of these people are people who actually "need" it, this setting makes people way, way too comfortable with being trolls and ruining matches for other people, call it negativity bias but I sincerely cannot think of a actual purpose for this mode that isn't letting bad people do bad things
Get rid of this setting, it serves no purpose that cannot be achieved through other means, and just lets people be pricks with impunity
To me I've mainly felt like Anonymous Mode should be strictly limited to streamers(since there are some people who stream DBD with it on), but requires proof of being an active streamer who plays the game to get access to it. And this isn't unreasonable either since there are other PvP games that people stream on with settings like these exclusively meant for only streamers.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716909#Comment_3716909
To be fair, the logic wouldn't necessarily require every perk in that vein to be nerfed, it'd just require all of those perks to be comparable to other tools, right? They can still be strong, as long as they don't eclipse other tools to make them obvious choices.
Also, you aren't losing an objective to activate Deadlock. Survivors are your objective, not generators. Killers don't really have perks that activate when they "lose an objective", but they do have a few that require survivors to progress theirs, which isn't quite the same thing.
Defending the generators IS a part of the killer's objective since losing all of the gens means that survivors have the means to escape and the killer's primary goal is to prevent the survivors from escaping.
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@jesterkind said:
I think you're maybe focusing too much on one half of that statement instead of the whole thing.
Like, it's not just that it's easy to activate, it's that it's VERY EFFECTIVE for how easy it is to activate. If you do the bare minimum with DMS and Undone, for example, they are nowhere near as effective as Deadlock. For Corrupt Intervention and Grim Embrace, while they're more effective, they're also single-use; Corrupt only at the start, GE only doing more than Deadlock on the fourth stack. Also, Grim Embrace is also being nerfed, so clearly BHVR are applying that logic to GE too.
Also, I'd point out you're only considering other gen-block perks when you should probably be considering all slowdown. Deadlock is completely passive in a way that most slowdown perks aren't, which can make it seem like an obvious choice to put in your builds compared to or in addition to the others.
I'm not necessarily saying it deserves a nerf, mind you, but I don't think BHVR's rundown of the perk's strength is incorrect. It is very effective for how easy it is to activate, and it isn't in line with other tools because of that.
I just want to say that I disagree on that because any perk that requires you to lose an objective should always be strong in any game.
Also, by that logic, that means that ALL perks(for both sides) that are strong with little effort needed should be nerfed. That logic will never justify a nerf until that kind of action is taken meaning that if that logic is being used on the killer side it also has to be used on the survivor side as well.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716796#Comment_3716796
Why is it when survivors get a buff that incentivizes doing something other than splitting on gens, something that also requires interaction with the killer, your response is "i'm going to camp and tunnel now"? Same for not being able to entirely delete a gen after every hook. This is why nerfing DS again so soon is a mistake.
That nerf was necessary to keep the promise that BHVR made awhile ago and most of the community already agreed on DS being 4 seconds is what it should've been and not 5 seconds.
Also I don't see how this comment makes sense with the thread.
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716793#Comment_3716793
OTR also gives value for nothing, and yet it's nowhere near being nerfed.
That's also another example of a good perk that only needs you to exist to activate.
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@ChaosWam said:
I don't even understand the problem with Deadlock.
If survivors split gens, Deadlock can only target the highest one. And for it to activate, you have to lose a generator, actively losing your match to get value. It's like saying Fire Up needs to be nerfed because it's too easy to activate.
If they really wanted to nerf it, make it last less and less for each survivor killed or something.
That's what I said as well- Hardly anybody complains about Deadlock and a perk being easy to activate ain't a justifiable reason for a nerf since there are MANY perks in the game on both killer and survivor that don't require much of anything to activate. There's even some like Brutal Strength and Insidious that are active by you just existing really.
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@Deudermont said:
I just did a custom match with three bots and one of my kids. I was raised, and cloaked. I was headed towards a gen and I was not close enough for them to be able to hear me, and the bots all left the gen immediately…
Wasn't the first time, and I'm sure it won't be the last. There's absolutely no reason for that to happen.
Just because I am in line of sight but not close enough for them to hear when I am cloaked, does not mean they should know where I'm at.
Wraith isn't fully invisible while he is cloaked. When he's within a range of either 24-16 meters(I don't remember which one it is exactly) he starts getting a shimmering effect on him that reveals where he is. There's never been an intentionally designed killer who could fully go invisible at all ranges with the exception of an old buff to Wraith that was removed entirely.
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I would say Pop's nerf needs to be reverted since it's not justifiable at all. Many people seem to forget about this, but Pop doesn't do a flat 30% shave off of a gen. It only does a 30% shave off of the gen's CURRENT progress which means that it's never actually 30% unless the gen is sitting at 99% (for example: 30% of 30% of the gen's current progress is literally only 9%) and, at that point, it's the survivor's fault for not finishing the gen. If Pop was a flat 30% shave THEN it'd be justifiable for the nerf, but otherwise it just ain't.
Also, unlike Pain Res, the killer has to literally cross the map and manually kick the gen to regress it which means that the survivors will likely have the gen finished by that point.
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716802#Comment_3716802
"BHVR should punish killers that tunnel survivors"
Then nobody will play the game as killer
So you are assuming that all killers tunnel? 🤨
If the major forms of gen defense are nerfed then the only other options is to compensate without a base-game change to slow the gens down naturally is tunneling/proxy camping/slugging as weak killers even more than what is currently needed or play as ridiculously strong killers like Nurse for extremely fast chases/downs.
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@Devil_hit11 said:
pain res/grim embrace/deadlock is what i run on most killers.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716793#Comment_3716793
tunneling not so much. it is main strength is camping. they're nerfing grim embrace by 2 seconds and deadlock by 5. 5+2 = -7 seconds. I would much rather run chase perks or good expose perks/anti-heal perk that don't suck. unfortunately, it is just not rewarding compare to running gen defence and proxy camping.
You essentially put that perfectly
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716799#Comment_3716799
Or they can hard punish tunneling, for example by making gen speeds and healing faster for xx seconds when only one person got hooked twice in a row
Then nobody will play the game as killer and if they do they will just start all using the strongest killers like Nurse to make up for the game being way too punishing with gen times. In other words these kinds of changes are gonna make que times worse and there's gonna be many more annoying killers like Nurse being picked since none of the weak killers will be able to physically keep up at all.
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@Rivyn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716793#Comment_3716793
Both of which are going to increase now that popular gen defense perks are getting nerfed and saboing becomes easier.
Exactly- They need to start doing some base-game changes to compensate changes like these or else tunneling is just gonna keep getting worse-
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@vBlossom_ said:
hardly anyone complains about Deadlock
That's false, this perk gives value for nothing and incentivises camping / tunneling.
With how fast your response is I assume that you just skipped through most of this post.
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@katoptris said:
Might wanna put this under bug report.
I don't know for sure which is why I'm asking here to see if anyone else is having that issue.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713219#Comment_3713219
I usually follow these and can’t remember this at all that’s why I am asking - would genuinely interest me where/when they said that
I don't remember which one specifically it was either which is why I just gave the general time frame it happened.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713059#Comment_3713059
This would most likely just lead to players spamming the Shock until they get the Hit. And the reason why this is not possible currently is because he has the Movement Speed penalty when using his power.
Removing this would make Doctor really boring and uninteractive.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712969#Comment_3712969
"and the only he could ever need is some new addons, since a majority of his are too weak and redundant."
Would agree here. Some more unique Add Ons would be fine, there is no need to have 3 versions of the same Add On just with different numbers. But I dont think that it would be super urgent to fix this, IMO Doctor is in a good spot right now.
"This would most likely just lead to players spamming the Shock until they get the Hit."Most players already do this as is and it's typically a 50/50 chance of it working. So it wouldn't really be too much different from his current situation soooo ¯\_(ツ)_/¯
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713215#Comment_3713215
yeah but when did they talk about that, any source??
we already have the feature that there are no direct repeats of maps (except for when new map released/map rework/offering used)It was during one of the Q&As BHVR did either earlier 2024 or VERY late 2023.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713063#Comment_3713063
So true. Every time I get Overdrive, the first thing I do (by accident) is 360 with it into the nearest wall.
Exactly- That's what happens to the mass majority of Billy players which is why nerfing Billy would just make what these people complain about worse since that means it'll be easier for more Billy players to use the chainsaw without accidentally crashing into something due to Overdrive kicking in.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713074#Comment_3713074
what new map rotation system? Has there been any official talk about that?
Essentially BHVR are wanting to make a new map rotation system for the game where it's supposed to keep track of your most recently played maps so you have a higher chance of getting a different map. And for that to work the map offerings are likely gonna have to be decommissioned just like how the Moonlight offerings had to when BHVR wanted more control over map brightness/lighting.
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713073#Comment_3713073
But survivors don't have terror radius.
Yes, but that is essentially what Whispers is. It's what I call the "reverse terror radius" where it's a survivor's variant of a terror radius that the killer can hear.
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I honestly hope that the new map rotation system comes sooner than later because once that comes then the map offerings are most likely gonna meet the same fate that the old Moonlight offerings met where they'll be decommissioned/disabled permanently.
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713065#Comment_3713065
Whispers is essentially the survivor's variant of the killer's terror radius
No it isn't, and I've clearly wrote you why.
You can hear terror radius as survivor, but Whispers activates even when you can't hear or see survivors.
And, as I said, that's the same argument because Whispers is like 32 meters and the average killer terror radius is 32 meters. And, just as you say for your argument, the terror radius plays when you can't see nor hear the killer making the terror radius no different from Whispers.
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Nah- It's just one of the most survivor-sided maps in the game currently since it's super easy to spot killers on it, the sand makes hearing footsteps harder for the killer, and almost every loop on the map is good with like 1 maybe 2 bad loops. Plus the map's size doesn't help either.
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713058#Comment_3713058
You can hear terror radius as survivor, but Whispers activates even when you can't hear or see survivors.
Yes, but why should that be a punishment to hard of hearing players. If you were to remove the killer's terror radius that becomes the same argument. Whispers is essentially the survivor's variant of the killer's terror radius so I think it'd be useful to many people and having a visual setting available for it would help the hard of hearing players tremendously.
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@Marioneo said:
Before the billy mains start crying I main billy as well its just his overdrive that needs to be nerfed he gets it to frequently if we increase the time it takes to get overdrive we can buff its overdrive duration
I don't think someone got the memo that Overdrive makes playing Billy extremely difficult for many players due to it kicking in at the worst timing.
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The only thing Doctor needs, in my personal opinion, is his movement speed reduction while charging his Shock Therapy removed. That's all he really needs since that penalty is what pushes a lot of players away from playing as him.
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Tbh I think Whispers should just be made base-kit and add a visual hud indicator similar to the visual terror radius indicator to aid hard of hearing players. That's just my opinion though
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@goodfriday said:
Decent anti camp feature? more like anti camp failure because I have got 0 value out of it from the day its in the game. They may as well remove it cause 100% of the time I forgot its even there. Bt base that 95% of killers who are tunnelers easily wait it out (death slingers easily do this with no skill) or hard core tunneler will still go for a bt person even if it means to do 2 hits on them again. Remember the role is call survivor meaning do what it takes to stay alive. Not be the karen of walmart and alert people where you are at.
Fun fact: BHVR originally named the Survivor role as "Victims" instead of the modern day "Survivors" so that logic is still kinda meh.
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I would say that Demo would be more worthwhile to get than Dredge because of the fact that Dredge relies a lot on RNG(with locker spawns) a lot, commonly relies a lot on perks from other killers to perform extremely well(such as Friends Til The End from Chucky), his power requires a lot of thinking to use from the killer's end plus smart survivors can just hold W from him if they see him holding his arm out(showing that he's channeling his power), and even though he's technically a stealth killer due to his Nightfall his stealth isn't very good due to just simply how loud he is. The only real positive to Dredge really imo is the fact that it's EXTREMELY easy to locate survivors during Nightfall.
Demo on the other hand doesn't really suffer from those kinds of issues and the only real downside of Demo is that, unlike other killers with fast travel abilities(apart from Hag), he has to set up his portals and, just like with Xeno, he has to go on top of a portal to teleport. That essentially makes him a bit of a middle-ground between Hag and Xeno.
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@blastea said:
My partner recently got her first pc and so she’s brand new to kbm and also DBD. She’s been mostly playing survivor because she’s too worried she’ll do terrible at killer.
Do you guys have any easy killer suggestions? They can be licensed. I was thinking Wraith personally but I can’t think of anyone else (not really considering trapper since I feel his ability actually requires good map knowledge and placements.) Cheers!
I, personally, find Skull Merchant and Knight(even if people don't like playing against them) to be the best killers for newer players to use since they're easy to play as with Knight making the game into a 2v4 and Merchant being an easy killer in general.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712319#Comment_3712319
I'd prefer the Haste over hindered since it lets you actually chase other survivors as well and the Hindered wouldn't work for locker jumps.
Exactly- Plus, if it was made to be Hindered instead, then it'd likely annoy a lot of people since there'd be a bunch of effects cluttering the side of their screen
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712203#Comment_3712203
I’d be interested to try this. I know people really scoff at giving haste these days though.
It's either Haste or Hindered(for the survivor Victor is latched onto) since Victor already applies 3 different status effects to said survivor(Oblivious, Incapacitated, and Broken).
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712119#Comment_3712119
So while holding Victor or Victor has someone in a locker she gets 10% haste as we had on the PTB?
Essentially, yes, because the main problem with her gaining Haste during the PTB was that it actually made her slugging potential stronger since Victor only latched onto downed survivors. So I feel like it wouldn't be a problem with their current version since she wouldn't be gaining it while a survivor is downed by Victor meaning it's not gonna be buffing her slugging potential at all.
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I already know it's considered cheating. Just about every PvP game will ban you for it.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712022#Comment_3712022
So you want it just left as is with Victor being held hostage?
That's not what I mean, but an easy fix to that is simply what BHVR were planning on doing initially with their rework where Charlotte gains Haste after Victor latches onto a survivor that lasts until either Victor gets ripped off or until she hits a survivor. That wouldn't encourage slugging since Victor doesn't latch onto downed survivors and would just encourage survivors to rip him off of themselves instead of trying to hold him hostage since all they'll be doing is messing themselves or even their own team up by not ripping him off.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711877#Comment_3711877
I mean that is a valid point. Just trying to think of new counter play ideas. Do you have an idea instead?
Twins aren't really a killer that can have any valid/reasonable counter-play. Also it's a bad idea to try forcing counter-play methods onto a killer who doesn't really have a design that could allow any reasonable counter-play because all that does is result in an "anti-gameplay" killer like Singularity where both sides can just completely deny each other the ability to play how they want.
The best and most reasonable counter-play for any killer with a ranged ability(regardless if it's a projectile, leap, etc) that doesn't force them into an anti-gameplay killer is simply dodging which is what Twins already have for their counter-play.
That's the only problem I have with killers getting designed with too much of a counter outside of the simple dodging counter-play and such because all it has really done is make it too easy for many players and thus all of those players behave like every killer should have WAY more counter-play to them than what is needed.
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@Blueberry said:
One of the main things making them unfun to play was the taking hostage of Victor and it’s been confirmed that the current ability to recall Victor early is a bug and will be getting reverted. Even with the QoL changes this is still going to leave the Twins extremely unplayed as the QoL will not have fixed the core problem. Once this bug is fixed Victor will be taken hostage for 30 seconds + the new longer 10 second respawn for 40 seconds total of power removed on every.single.injure. That is literally “minutes” of the game spent with their power taken hostage and just walking around as an m1. This is bad design and just unfun.
For the enjoyment of playing the killer this early recall to prevent their power from being taken hostage needs to stay. However if we are doing this Victor needs more counter play to be more fair if he’s going to have more uptime.
So my question here is, what balance changes can we make to Victor to allow him to have this higher uptime without being too oppressive? What other changes could we make to better balance him?
I think move speed addons probably shouldn’t be a thing with how fast he already is. They are just so good that they’re already just defaulted over everything else. Most her other addons are just bad so she needs an addon pass in general but this much lower move speed without those addons would add more counter play.
Second we could remove blood and silence survivor sounds while on Victor. I think this on top of the slower speeds would allow for more mind games and losing Victor as it would be significantly harder to track people on Victor without scratch marks, blood or survivor sounds.
What do you think of this idea? Do you have another idea instead?
Let me hear y’all’s thoughts of how we could keep the Victor hostage situations gone while giving Victor counter play.
"Second we could remove blood and silence survivor sounds while on Victor."This would also make Twins borderline not fun to play as as well since those are the ONLY ways to track survivors as Victor and, due to his crazy low camera FoV, you wouldn't be able to see over anything meaning you wouldn't be able to visibly track survivors as him at all on cluttered maps.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711870#Comment_3711870
If it had both I’d like this change. Remove the directional feature from it as well.
For example: If you're in the second stage the range of the lullaby is only like 16 meters and it's playing at 50% volume and if you're in the third stage the range will be its normal 32 meters and it'd play at 100% volume.